Skills are what allow your character to do things that you could never do. The skills listed below have been proprosed and briefly discussed on the Forums but have not yet been tweaked or playtested. Please use the Discussion page for any comments on the below skills. Should you wish to playtest one of these skills in a game, please contact the GMs prior to the event.
Skill Name:[heading 3] Proposed by:
Exceptions:
Special Notes:
Description:
SP Costs:[for example] F:1, M:5, T:3, F/M:4, F/T:4, T/M:4, O:2
F= Fighter M= Mage T= Thief F/M= Fighter/Mage F/T Fighter/Thief T/MThief/Mage O= Other OOG Comments from Proposer:[keep them brief. Longer conversation should move to the discussions area]
Skill/Rule Name: DRINK! Proprosed by Constance C w/ help from Cassidy C
"Roll the dice to see if I'm getting Drunk!" - Dead Ale Wives, D&D Skit
Drinking in a tavern and trying to outdrink your opponent is a staple of fantasy gaming. Sadly, this is hard to reproduce safely and sanely in the LARP world. Here is an idea about how a 'drinking contest' can be run.
1. NO ALCOHOLIC BEVERAGES ARE TO BE USED IN THE CONTEST.
2. All Players must sign up under their PC name and list their drinking levels of experiences. "Never had a drink before." "Light Drinker." "Moderate Drinker" "I can outdrink a dwarf!" "I am a dwarf!" Ect.
3. This level of experience will assign Tolerance Points. (1st time = 5, Light =10 Moderate = 20, Heavy = 30) Dwarfs get a +10 Tolerance as a racial bonus in addition to their level of experience.
4. Each time a player finishes their drink, they will be given a slip of paper by the bartender. This slip of paper has a Drunkeness Value of 2 - 5 and an RP scenario. Whenever a new drink is finished, the drunkeness values are added up and the drinker can either take the new RP scenario or compound it with existing ones.
5. When a player's Drunkeness Value meets or Exceeds their Tolerance, they will pass out as if under the effects of SLEEP. (Out for 5 minutes, no waking the first 30, can be searched, moved, robbed, tied up, etc. Damage will wake them up.)
6. Last man standing wins the contest.
7. Purify Blood will set someone's Drunkeness Value to 0 (Considered cheating)
8. Purify Food/Drink will set the next drink's drunkeness value to 0 and render the RP scenario void and make the drink taste terrible. (Considered Cheating)
9. Alchemical Discern Potion/Powder will let you pull your next drink card in advance to see how strong it is.
You can use these rules to run drinking contests, assign a value of drink level to particular drinks (light ale being 2, whiskey being 4, elven wine being 5+) use them to get another player drunk...
If a player wants to take "Alcohol Tolerance" as a seperate skill, it will add +10 to their Tolerance Level.
Skill Name: Sense Magik Item / Magik Foci
Proposed by: Mike A Exceptions: Special Notes: Available to only thieves and multiclass thieves. Description: A specialized version of Detect Magik spell. Requires concentration period, say 30 seconds. Range 2 or 3 feet. Finds magik items or possibly magik foci. Does not find mages or spell effects. (Or maybe it does find spell effects.)
Skill: Break Weapon/Shield
Proposed by: Constance C Exception: 1x/day Special Notes: Available to full class fighters only (High purchase cost) Description: Knowledge of where and how to strike on an opponent's weapon or defense in order to disable it. A successful blow on a weapon or shield after announcing "Break Weapon" results in the same effect as the 'break weapon' or 'shatter shield' spell.
Skill Name: Hide in Shadows or Shadow Blend
Proposed by: Dave M Exception:
Special Notes: Available to Thieves only
Description: This skill allows a character to hide in any area of shadow that is large enough to encompass the character. The character is subject to the same restrictions as the spell BLEND. Thief must hold Green cloth (approximately 18" square) above head, remain relatively motionless, and be completely within a shadow (light & airy brush does not count).
Skill Name: Move Silently
Proposed by: Ernie B Exception: None Special Notes: None
Description: Skill allows character to move silently, as per the SILENCE spell. The skilled character would be required to move more slowly, being careful to their footing.
Advance Pick Pocket
-- This would require a thief to have already taken the Pick Pocket skill. It would allow a thief to pick pocket a specific item from a pouch, bag or pocket. The main difference would be that a thief must know what he's looking for and write it down on a small piece of paper which would also have to be clothespinned to the victim's pouch, bag or pocket. The improvement would require some actual skill.
Regular Pick-Pocket skill is perfectly random, while Advance Pick Pocket allows a thief to steal something very specific, something that they know is in a pouch, bag, pocket or even displayed on someone's person like a broach or a necklace. The clothespin must be placed on or near the target object to the best of the pickpocket's ability. Discussion Comments:
Andrew G - General Disapproval - needs more clarification on purpose and execution.
Master Burglar
-- A player with this skill would consult with a GM to learn which players have wealth and how much. The idea being that a thief can discern the difference between a pack full of clothing and a pack hiding a precious heirloom. Or, a pouch jingling with copper versus a pouch jingling with gold. Of course, this skill would require players to actually turn in character sheets with an accurate accounting of their wealth. Discussion Comments:
Andrew G - General Approval - needs more fleshing out on how it works
Disguise
?? But, what if a fake mustache or a change of hat could represent that a thief has just used various devices to completely alter his appearance? Too confusing? Is there something there? Disguise is tricky for the reasons that you mention, but I thought some specific marker would let players know that Nick B, previously introduced as the Master Neville Pompasass, is now impecably disguised as the Fop Dennis. I would like the marker to be similar to the red "F" of the Forgery skill. Discussion Comments:
Andrew G - Tricky to do meta-game wise.
_ Proposed by Haleanna J
Jam Lock
Theif/theif subclass only
2 mins of uninterupted concentration, must have picks/component.
This skill allows a character to permenently (or not, as they choose) fuse/cram/disable a lock. After the skill is performed the lock cannot be opened by a key and anyone trying to get through the lock must then break open the box/ batter down the door/ have a smithy remove manacles, etc. The idea behind this is that a theif who is able to pick locks and knows the mechanics of a lock may also be able to ruin the mechanism by breaking a pin, or a less advanced fellow might be able to clogg it with sap, clay or mashed potatoes.
Discussion Comments:
Mike A - General Approval - someone with same skill can bypass a jammed lock.
Proposed by Mike A
Detect Scent
Skill for all
This skill allows a character to track INVISIBLE and BLENDed characters by their scent. The skilled character must be within thirty feet of the otherwise concealed character to detect them, and as long as that thirty foot distance is maintained the skilled character can track the concealed character by their scent. Discussion Comments: Dave M - Needs major character justification for it. Beastmen - yes. Humans? Needs good reason.
missile Dodge
Skill available to full and multi-class thieves
With hands empty and leather or lighter armor the skilled character can dodge all missile weapons (magikal and non-magikal) that otherwise would have (or did) hit them. The PLAYER need not see the missile coming, this skill simulates the CHARACTER's sneaky situational awareness.
The skilled character who is physically hit with a missile needs to say to the person who threw / shot the missile "Missile Dodge".
If any item is in either hand or strapped to either arm (like a shield), the skill can not function. Same holds true if the skilled character is wearing any armor valued at Two Armor Points or higher (Chain, Plate, Adamantium, Mech) Discussion Comments:
Willpower
Skill available to everyone (and fairly expensive)?
This skill allows the skilled character to HALVE the duration of effect when under a spell that effects their will. Spells effected are AMOUR, BEFUDDLE, CHARM, COVET, CURSE, FEAR, FLEE, FORGET, and INCITE. The mage who casts upon the skilled character will annouce the duration, which the skilled character simply halves. No notification is required, though some in-game statement to the mage like "My willpower is too strong for your pitiful tricks!" will allow them to know you have this skill.
If any of the above spells are made PERMANENT, this skill cannot effect that powerful magik. Discussion Comments:
Trip
Skill available to full and multi thieves
This skill allows a thief to approach a character from behind, and cause them to fall over. Unlike Waylay, the skilled character need not surprise the target, nor must they wait for any length of time behind the target.
To accomplish the Trip, the thief must touch the target with hand or baffee weapon somewhere below the waist. This touch MUST NOT BE A GRAB. The thief then annouces to the target "Trip" (in the same way we now annouce "waylay".)
The target is undamaged, but must fall (safely) to the ground. They are free to act and speak while falling. Discussion Comments:
Constance C - Needs to be able to be done from the sides as well as behind, to simulate sticking your foot out and catching someone up. No weapon needed. Can you also use Pickpocket or Cut-Strap simultaneously? Joel S - General Agreement.
Cut Strap
Skill for full and multi thieves
Similar to pickpocket, this skill allows the thief to cut a strap or a belt that is being worn by another character. To do this the thief must place a clothespin upon a strap or belt. If caught, well, then its time for role-playing.
If successful, the thief must then notify a GM of the successful Cut Strap. If no GM is around to handle this, then the attempt to cut the strap was in fact unsuccessful.
The GM will then notify the effected character, who must stop and role-play the fact that their belt just broke and dropped, or their shield sling is broken, or whatever strap or belt was cut.
If a player happens to find the clothespin before the GM shows up, they should seek out the GM for an explanation. Discussion Comments:
Constance C - Component-- Knife. No other comments except perhaps having CUT written on the clothespin/tagged on the clothes pin? So there's no need for the GM should they find it themselves. Joel S General Agreement
Apply Potion
Skill for all
This skill allows a character to apply a potion that they know how to make to their bladed melee weapon. This does not work on a missile weapon. After application the potion is active for five minutes. During that five minutes, the next time the weapon causes damage it also passes the effects of the potion to the damaged character.
Obviously, this skill must be bought in concert with a Create Potion skill. This skill will allow a character to apply ANY of the potions that they know how to make. It need not be bought more than once. Potions bought or made by another character CANNOT be applied with this skill (as to successfully apply a potion you must get it to just the right consistency to both cling to the weapon by also effect the target).
I like this except I can't decide what hitting armor with that strike would do? Would it be an inhalation or a spatter thing and therefore hitting an armored person doesn't matter? Discussion Comments:
Constance C - Sounds handy in a small environment, hard to get across in a melee battle where you have to stop and explain the effects. (which is no different than some spells but I digress) For sake of gameplay why not say Plate armor prevents the potion, while chain and leather do not? Joel S General Agreement
Alarm
Skill for full and multi thieves
This skill allows the thief to attach a trap to an object or area that when tripped utters a loud sound.
Components are involved. The sucker who trips it must provide the noise. Discussion Comments
Constance C - General Disapproval Joel S - General Disapproval
Balance
Skill for full & multi thieves
This skill allows a character to avoid the "fall down" aspects of TREMOR, FORCE, BLAST, and the skill Trip. FORCE and BLAST still pushes the character back a bit, but they need not fall to the ground. I would open this up to everyone, but maybe put a free hands and light armor restriction? Discussion Comments
Constance C - General Approval Joel S - General Approval
Repair Leather
For all
Skill allows the character with the correct props to repair leather goods, including armor, that have been damaged in-game. It takes five minutes to repair each damaged belt or strap, and five minutes per Armor Point repaired. (Leather can only have 1 AP, but if you are doing more than one suit...)
Repair Metal
Open to all but hard for non-others and non-fighters
Skill allows character to repair metal items, including armor, that have been damaged in-game. This requires tools, and time. An all-metal weapon takes 30 minutes, plate armor takes 5 min per AP, chain takes 10 per AP.
Repair Wood
Open to all
Skill allows character to repair wooden items, including weapons, that have been damaged in-game. A wooden weapon can be repaired in 20 minutes. This skill does not allow the character to repair or create bows & arrows. Discussion Comments on Repair: Vern - General Approval except on repairing bladed weapons. Hafted weapons are OK. Constance C - General Approval - Wood works only on staffs and clubs. Shields are based on type of shield material.
See Trap
Cheap for full & multi thieves, maybe open for others?
This skill allows the Player to look for and avoid Trap Markers. The character can suss out the location of both magikal and non-magikal traps, sort of like a spidey-sense. Discussion Comments
Constance C - General Approval Joel S - General Approval
Dagger Block
Open to full & multi thieves, maybe others?
Skill allows character to block thrown daggers (not arrows or spell balls) with their hands, suffering no damage. This simulates their fast dexterity and hand-eye coordination at getting the pomel side of the throw, rather than the blade...(or the handle of a double-bladed throwing knife.) Discussion Comments
Constance C - General Disapproval but okay if someone can really do it and takes the skill
Resist Damage
Skill for Fighters (expensive?)
Skill allows character to resist the first four points of damage done by a blunt weapon (staff, mace, club, fist). A period of rest equaling five minutes per point resisted restores the skill. For example, Prax gets hit by Shock's staff three times, then Prax runs Shock through. Prax must now rest fifteen minutes before he can resist more damage.
The skill simulates a warrior's ability to 'roll with the punches'. Blades and arrowheads, however, still cut. Discussion Comments:
Haleanna J- Resist Damage, but I think I would make it more of a postpone damage deal. For instance a fighter can take blunt damage at, say, 1/2 HP but that doesn't add up till after the fight is over. At which point they loose those 2 points for a while/loose their recovery points for the next hour? Constance C -Full fighter only, high cost. Instead of a recharge perhaps only 5 points max per day? I like Ana's idea of it being a delayed thing. Like you can take the hits but it hurts like hell afterwards. Perhaps halve the recovery rate afterwards??? Joel S - Strong Disapproval, only if Fighter forgoes natural healing for next hour\ Vern - General Disapproval - Hard to keep track of 'damage types' and a mace would do a LOT of damage against a fighter in plate as opposed to a staff.
Bull Rush
Skill for Fighters
Skill can be used once per melee. Skill simulates the effect of FORCE. Fighter moves towards ONE opponent and with the swing of their weapon utters "Bull Rush". If the swing impacts the opponent's body, weapon, or shield it causes them to fall backwards onto the ground. Damage occurs only if the attack was successful. I like the basic idea, though it needs work Discussion Comments
Constance C - General Approval, similar to DM2's Headbutt skill of Prax's. Joel S - General Approval
Warrior Cry
Fighters
This causes all enemies of the warrior to have five seconds of 'FEAR' towards the warrior making the cry. Kinda spell-like. How to deliver it in-game? Discussion Comments
Constance C - General Approval, - Would require a Verbal RAAR component followed by spell text. Joel S - General Approval
_ Proposed by Ted
Field Repair
I will chime in again with my "Field Repair" Skill proposal (code named, "duct tape"). It should be a cheap skill (at least for fighters) which allows them to "repair" one AP only. For armor, this repair would last until the next hit. For blades, it would not add a AP, but it would allow your weapon to work for one more melee, after that they would have to go "to the forge" for a permanent repair. Discussion Comments Mike A - weapon for one last battle. The idea of that is just very cool and Campaign-y. I would attach the clause that the weapon or shield afterwards would be unable to be fixed with other weapons-repair skills (but maybe with magik?), and must be handled with OOG story-telling of a trip to the weaponsmith.
Proposed by Mike A
Repair Personal Item
Open to all, constant price for all?
This skill allows a character to repair one selected item in their inventory. In-game tools of some sort are required, as well as time. For example, this skill would need to be bought twice for a warrior to know how to repair his armor, and his sword. A third purchase of this skill would allow him to also repair his shield.
This skill is non-transferrable, that is, knowing how to maintain and repair your own sword does not help you effectively repair someone else's. How to officiate how much time? Obviously, a repair on plate armor should take longer than repair on a leather belt.
This is clunky, I thow it out there just for conversation sake.
_ Proposed by Constance C
Skill: Track
Duration: Unlimited per day.
ALL - 2 SP
Effect: This skill allows a player to 'track' footprints of both game and sentient beings. It can give them an idea of how many and what direction they travelled in, as well as more detailed information.
Usage: At GM's discretion, a player with TRACK can learn things about PCs or other NPCs by reading their footprints. (Such as which direction they went, if they were carrying anything heavy, if there was a scuffle...) A player would announce they are 'tracking' and consult with a GM for the information learned.
Comments: This works like the Commune with Nature sort of thing, where a player gleams information from the GM. Think of that scene in 2 Towers where Aragorn can learn exactly what happened by 'reading' the tracks at the forests' edge.
I know I've had a character who was a scout/ranger use this before but it wasn't a 'real' skill. Discussion Comments
Joel - General Disapproval - if you can do it your character can
Skill: Creature Lore
Duration: Unlimited
ALL - 3 sp
Effect: A learned person may know more about their foes than others. This skill permits the user to have IC Knowledge of certain creatures/monsters; their strengths, weaknesses, and abilities.
Usage: At their discretion the GM will give information to the Player to represent IC knowledge about their foes. What magiks they can cast, what special abilities they use, what weaknessess they have. Not all monsters abilities are known and more exotic monsters may have nothing known about them.
Comments: This is sort of like the 'Favored Enemy' skill of a ranger. It lets a monster hunter/observer/scholar know things about their foes that can be used against them. The player would Yellow Flag and tell the GM 'I've got Monster Lore... What do I know about these guys?' This is a way for players to have character knowledge without having to memorize the actual details on the different creatures of Xaria.
Joel - General Disapproval
Proposed by Nick H
Hurl
Fighters, Other Class, and a natural dwarf racial ability (all class)
Two SP for Full-Class Fighter and Other. Three for Fighter Multi-Class
Effect: The person "hurls" the target five feet.
Special: Unless the target agrees to be hurled, the target must have been unaware of the casters presence for at least 2 seconds. The casters working arm (as opposed to the lead arm) is rendered useless for one minute unless "Repair Limb" is cast upon the arm. Discussion Notes:
General Approval by All for most part - Reduced SP Cost for Dwarf to 1 suggested, limit on 'big' monsters suggested, removal of Fighter Multi Class suggested.
Rage
Fighter and Fighter Multi-Class
4 SP
Effect: The fighter deals one extra point of damage strike
Special: 2x day
Duration: one minute Discussion Notes
General Approval by All for most part - Name change to Berzerk suggested, Removal of Multi Class suggested, drawback to usage suggested
Desperate Measures
All
2 SP
Effect: Deals three damage on their next hit
Special The user must have have 50% (for odd numbers, round up) or less BP. The caster is dropped to 0 BP with a 50% BP recovery rate.
Special 2: Your weapons break
Special3: 1x per event Discussion Notes
General Approval but all agree needs tweaking. - Higher SP cost, tiered SP cost
Proposed by Mike A
Break Weapon
2 Skill Points
Full-class warriors only
Skill allows warrior to BREAK the WEAPON of their opponent (as per the spell of the same name, with all the limitations included).
I think this would be limited to 1/day, but I have a hard time writing an in-game logic as to why its limited. Another possibility is that the warrior must spend at least 1 minute in a melee ALONE with the target weapon, learning the wielder's moves and the weapon's weak points. Discussion Notes:
Constance C - See also original suggestion - Full Approval of this writeup as proposed.
Table of Contents
Skill Name: [heading 3]
Proposed by:
Exceptions:
Special Notes:
Description:
SP Costs: [for example] F:1, M:5, T:3, F/M:4, F/T:4, T/M:4, O:2
F= Fighter M= Mage T= Thief F/M= Fighter/Mage F/T Fighter/Thief T/MThief/Mage O= Other
OOG Comments from Proposer: [keep them brief. Longer conversation should move to the discussions area]
Skill/Rule Name: DRINK!Proprosed by Constance C w/ help from Cassidy C
"Roll the dice to see if I'm getting Drunk!" - Dead Ale Wives, D&D Skit
Drinking in a tavern and trying to outdrink your opponent is a staple of fantasy gaming. Sadly, this is hard to reproduce safely and sanely in the LARP world. Here is an idea about how a 'drinking contest' can be run.
1. NO ALCOHOLIC BEVERAGES ARE TO BE USED IN THE CONTEST.
2. All Players must sign up under their PC name and list their drinking levels of experiences. "Never had a drink before." "Light Drinker." "Moderate Drinker" "I can outdrink a dwarf!" "I am a dwarf!" Ect.
3. This level of experience will assign Tolerance Points. (1st time = 5, Light =10 Moderate = 20, Heavy = 30) Dwarfs get a +10 Tolerance as a racial bonus in addition to their level of experience.
4. Each time a player finishes their drink, they will be given a slip of paper by the bartender. This slip of paper has a Drunkeness Value of 2 - 5 and an RP scenario. Whenever a new drink is finished, the drunkeness values are added up and the drinker can either take the new RP scenario or compound it with existing ones.
5. When a player's Drunkeness Value meets or Exceeds their Tolerance, they will pass out as if under the effects of SLEEP. (Out for 5 minutes, no waking the first 30, can be searched, moved, robbed, tied up, etc. Damage will wake them up.)
6. Last man standing wins the contest.
7. Purify Blood will set someone's Drunkeness Value to 0 (Considered cheating)
8. Purify Food/Drink will set the next drink's drunkeness value to 0 and render the RP scenario void and make the drink taste terrible. (Considered Cheating)
9. Alchemical Discern Potion/Powder will let you pull your next drink card in advance to see how strong it is.
You can use these rules to run drinking contests, assign a value of drink level to particular drinks (light ale being 2, whiskey being 4, elven wine being 5+) use them to get another player drunk...
If a player wants to take "Alcohol Tolerance" as a seperate skill, it will add +10 to their Tolerance Level.
Skill Name: Sense Magik Item / Magik Foci
Proposed by: Mike AExceptions:
Special Notes: Available to only thieves and multiclass thieves.
Description: A specialized version of Detect Magik spell. Requires concentration period, say 30 seconds. Range 2 or 3 feet. Finds magik items or possibly magik foci. Does not find mages or spell effects. (Or maybe it does find spell effects.)
Skill: Break Weapon/Shield
Proposed by: Constance CException: 1x/day
Special Notes: Available to full class fighters only (High purchase cost)
Description: Knowledge of where and how to strike on an opponent's weapon or defense in order to disable it. A successful blow on a weapon or shield after announcing "Break Weapon" results in the same effect as the 'break weapon' or 'shatter shield' spell.
Skill Name: Hide in Shadows or Shadow Blend
Proposed by: Dave MException:
Special Notes: Available to Thieves only
Description: This skill allows a character to hide in any area of shadow that is large enough to encompass the character. The character is subject to the same restrictions as the spell BLEND. Thief must hold Green cloth (approximately 18" square) above head, remain relatively motionless, and be completely within a shadow (light & airy brush does not count).
Skill Name: Move Silently
Proposed by: Ernie BException: None
Special Notes: None
Description: Skill allows character to move silently, as per the SILENCE spell. The skilled character would be required to move more slowly, being careful to their footing.
Advance Pick Pocket
-- This would require a thief to have already taken the Pick Pocket skill. It would allow a thief to pick pocket a specific item from a pouch, bag or pocket. The main difference would be that a thief must know what he's looking for and write it down on a small piece of paper which would also have to be clothespinned to the victim's pouch, bag or pocket. The improvement would require some actual skill.Regular Pick-Pocket skill is perfectly random, while Advance Pick Pocket allows a thief to steal something very specific, something that they know is in a pouch, bag, pocket or even displayed on someone's person like a broach or a necklace. The clothespin must be placed on or near the target object to the best of the pickpocket's ability.
Discussion Comments:
Andrew G - General Disapproval - needs more clarification on purpose and execution.
Master Burglar
-- A player with this skill would consult with a GM to learn which players have wealth and how much. The idea being that a thief can discern the difference between a pack full of clothing and a pack hiding a precious heirloom. Or, a pouch jingling with copper versus a pouch jingling with gold. Of course, this skill would require players to actually turn in character sheets with an accurate accounting of their wealth.Discussion Comments:
Andrew G - General Approval - needs more fleshing out on how it works
Disguise
?? But, what if a fake mustache or a change of hat could represent that a thief has just used various devices to completely alter his appearance? Too confusing? Is there something there? Disguise is tricky for the reasons that you mention, but I thought some specific marker would let players know that Nick B, previously introduced as the Master Neville Pompasass, is now impecably disguised as the Fop Dennis. I would like the marker to be similar to the red "F" of the Forgery skill.Discussion Comments:
Andrew G - Tricky to do meta-game wise.
_
Proposed by Haleanna J
Jam Lock
Theif/theif subclass only2 mins of uninterupted concentration, must have picks/component.
This skill allows a character to permenently (or not, as they choose) fuse/cram/disable a lock. After the skill is performed the lock cannot be opened by a key and anyone trying to get through the lock must then break open the box/ batter down the door/ have a smithy remove manacles, etc. The idea behind this is that a theif who is able to pick locks and knows the mechanics of a lock may also be able to ruin the mechanism by breaking a pin, or a less advanced fellow might be able to clogg it with sap, clay or mashed potatoes.
Discussion Comments:
Mike A - General Approval - someone with same skill can bypass a jammed lock.
Proposed by Mike A
Detect Scent
Skill for all
This skill allows a character to track INVISIBLE and BLENDed characters by their scent. The skilled character must be within thirty feet of the otherwise concealed character to detect them, and as long as that thirty foot distance is maintained the skilled character can track the concealed character by their scent.
Discussion Comments:
Dave M - Needs major character justification for it. Beastmen - yes. Humans? Needs good reason.
missile Dodge
Skill available to full and multi-class thieves
With hands empty and leather or lighter armor the skilled character can dodge all missile weapons (magikal and non-magikal) that otherwise would have (or did) hit them. The PLAYER need not see the missile coming, this skill simulates the CHARACTER's sneaky situational awareness.
The skilled character who is physically hit with a missile needs to say to the person who threw / shot the missile "Missile Dodge".
If any item is in either hand or strapped to either arm (like a shield), the skill can not function. Same holds true if the skilled character is wearing any armor valued at Two Armor Points or higher (Chain, Plate, Adamantium, Mech)
Discussion Comments:
Willpower
Skill available to everyone (and fairly expensive)?
This skill allows the skilled character to HALVE the duration of effect when under a spell that effects their will. Spells effected are AMOUR, BEFUDDLE, CHARM, COVET, CURSE, FEAR, FLEE, FORGET, and INCITE. The mage who casts upon the skilled character will annouce the duration, which the skilled character simply halves. No notification is required, though some in-game statement to the mage like "My willpower is too strong for your pitiful tricks!" will allow them to know you have this skill.
If any of the above spells are made PERMANENT, this skill cannot effect that powerful magik.
Discussion Comments:
Trip
Skill available to full and multi thieves
This skill allows a thief to approach a character from behind, and cause them to fall over. Unlike Waylay, the skilled character need not surprise the target, nor must they wait for any length of time behind the target.
To accomplish the Trip, the thief must touch the target with hand or baffee weapon somewhere below the waist. This touch MUST NOT BE A GRAB. The thief then annouces to the target "Trip" (in the same way we now annouce "waylay".)
The target is undamaged, but must fall (safely) to the ground. They are free to act and speak while falling.
Discussion Comments:
Constance C - Needs to be able to be done from the sides as well as behind, to simulate sticking your foot out and catching someone up. No weapon needed. Can you also use Pickpocket or Cut-Strap simultaneously?
Joel S - General Agreement.
Cut Strap
Skill for full and multi thievesSimilar to pickpocket, this skill allows the thief to cut a strap or a belt that is being worn by another character. To do this the thief must place a clothespin upon a strap or belt. If caught, well, then its time for role-playing.
If successful, the thief must then notify a GM of the successful Cut Strap. If no GM is around to handle this, then the attempt to cut the strap was in fact unsuccessful.
The GM will then notify the effected character, who must stop and role-play the fact that their belt just broke and dropped, or their shield sling is broken, or whatever strap or belt was cut.
If a player happens to find the clothespin before the GM shows up, they should seek out the GM for an explanation.
Discussion Comments:
Constance C - Component-- Knife. No other comments except perhaps having CUT written on the clothespin/tagged on the clothes pin? So there's no need for the GM should they find it themselves.
Joel S General Agreement
Apply Potion
Skill for all
This skill allows a character to apply a potion that they know how to make to their bladed melee weapon. This does not work on a missile weapon. After application the potion is active for five minutes. During that five minutes, the next time the weapon causes damage it also passes the effects of the potion to the damaged character.
Obviously, this skill must be bought in concert with a Create Potion skill. This skill will allow a character to apply ANY of the potions that they know how to make. It need not be bought more than once. Potions bought or made by another character CANNOT be applied with this skill (as to successfully apply a potion you must get it to just the right consistency to both cling to the weapon by also effect the target).
I like this except I can't decide what hitting armor with that strike would do? Would it be an inhalation or a spatter thing and therefore hitting an armored person doesn't matter?
Discussion Comments:
Constance C - Sounds handy in a small environment, hard to get across in a melee battle where you have to stop and explain the effects. (which is no different than some spells but I digress) For sake of gameplay why not say Plate armor prevents the potion, while chain and leather do not?
Joel S General Agreement
Alarm
Skill for full and multi thieves
This skill allows the thief to attach a trap to an object or area that when tripped utters a loud sound.
Components are involved. The sucker who trips it must provide the noise.
Discussion Comments
Constance C - General Disapproval
Joel S - General Disapproval
Balance
Skill for full & multi thievesThis skill allows a character to avoid the "fall down" aspects of TREMOR, FORCE, BLAST, and the skill Trip. FORCE and BLAST still pushes the character back a bit, but they need not fall to the ground.
I would open this up to everyone, but maybe put a free hands and light armor restriction?
Discussion Comments
Constance C - General Approval
Joel S - General Approval
Repair Leather
For allSkill allows the character with the correct props to repair leather goods, including armor, that have been damaged in-game. It takes five minutes to repair each damaged belt or strap, and five minutes per Armor Point repaired. (Leather can only have 1 AP, but if you are doing more than one suit...)
Repair Metal
Open to all but hard for non-others and non-fighters
Skill allows character to repair metal items, including armor, that have been damaged in-game. This requires tools, and time. An all-metal weapon takes 30 minutes, plate armor takes 5 min per AP, chain takes 10 per AP.
Repair Wood
Open to all
Skill allows character to repair wooden items, including weapons, that have been damaged in-game. A wooden weapon can be repaired in 20 minutes. This skill does not allow the character to repair or create bows & arrows.
Discussion Comments on Repair:
Vern - General Approval except on repairing bladed weapons. Hafted weapons are OK.
Constance C - General Approval - Wood works only on staffs and clubs. Shields are based on type of shield material.
See Trap
Cheap for full & multi thieves, maybe open for others?
This skill allows the Player to look for and avoid Trap Markers. The character can suss out the location of both magikal and non-magikal traps, sort of like a spidey-sense.
Discussion Comments
Constance C - General Approval
Joel S - General Approval
Dagger Block
Open to full & multi thieves, maybe others?
Skill allows character to block thrown daggers (not arrows or spell balls) with their hands, suffering no damage. This simulates their fast dexterity and hand-eye coordination at getting the pomel side of the throw, rather than the blade...(or the handle of a double-bladed throwing knife.)
Discussion Comments
Constance C - General Disapproval but okay if someone can really do it and takes the skill
Resist Damage
Skill for Fighters (expensive?)Skill allows character to resist the first four points of damage done by a blunt weapon (staff, mace, club, fist). A period of rest equaling five minutes per point resisted restores the skill. For example, Prax gets hit by Shock's staff three times, then Prax runs Shock through. Prax must now rest fifteen minutes before he can resist more damage.
The skill simulates a warrior's ability to 'roll with the punches'. Blades and arrowheads, however, still cut.
Discussion Comments:
Haleanna J- Resist Damage, but I think I would make it more of a postpone damage deal. For instance a fighter can take blunt damage at, say, 1/2 HP but that doesn't add up till after the fight is over. At which point they loose those 2 points for a while/loose their recovery points for the next hour?
Constance C -Full fighter only, high cost. Instead of a recharge perhaps only 5 points max per day? I like Ana's idea of it being a delayed thing. Like you can take the hits but it hurts like hell afterwards. Perhaps halve the recovery rate afterwards???
Joel S - Strong Disapproval, only if Fighter forgoes natural healing for next hour\
Vern - General Disapproval - Hard to keep track of 'damage types' and a mace would do a LOT of damage against a fighter in plate as opposed to a staff.
Bull Rush
Skill for Fighters
Skill can be used once per melee. Skill simulates the effect of FORCE. Fighter moves towards ONE opponent and with the swing of their weapon utters "Bull Rush". If the swing impacts the opponent's body, weapon, or shield it causes them to fall backwards onto the ground. Damage occurs only if the attack was successful.
I like the basic idea, though it needs work
Discussion Comments
Constance C - General Approval, similar to DM2's Headbutt skill of Prax's.
Joel S - General Approval
Warrior Cry
FightersThis causes all enemies of the warrior to have five seconds of 'FEAR' towards the warrior making the cry.
Kinda spell-like. How to deliver it in-game?
Discussion Comments
Constance C - General Approval, - Would require a Verbal RAAR component followed by spell text.
Joel S - General Approval
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Proposed by Ted
Field Repair
I will chime in again with my "Field Repair" Skill proposal (code named, "duct tape"). It should be a cheap skill (at least for fighters) which allows them to "repair" one AP only. For armor, this repair would last until the next hit. For blades, it would not add a AP, but it would allow your weapon to work for one more melee, after that they would have to go "to the forge" for a permanent repair.
Discussion Comments
Mike A - weapon for one last battle. The idea of that is just very cool and Campaign-y. I would attach the clause that the weapon or shield afterwards would be unable to be fixed with other weapons-repair skills (but maybe with magik?), and must be handled with OOG story-telling of a trip to the weaponsmith.
Proposed by Mike A
Repair Personal Item
Open to all, constant price for all?This skill allows a character to repair one selected item in their inventory. In-game tools of some sort are required, as well as time. For example, this skill would need to be bought twice for a warrior to know how to repair his armor, and his sword. A third purchase of this skill would allow him to also repair his shield.
This skill is non-transferrable, that is, knowing how to maintain and repair your own sword does not help you effectively repair someone else's.
How to officiate how much time? Obviously, a repair on plate armor should take longer than repair on a leather belt.
This is clunky, I thow it out there just for conversation sake.
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Proposed by Constance C
Skill: Track
Duration: Unlimited per day.
ALL - 2 SP
Effect: This skill allows a player to 'track' footprints of both game and sentient beings. It can give them an idea of how many and what direction they travelled in, as well as more detailed information.
Usage: At GM's discretion, a player with TRACK can learn things about PCs or other NPCs by reading their footprints. (Such as which direction they went, if they were carrying anything heavy, if there was a scuffle...) A player would announce they are 'tracking' and consult with a GM for the information learned.
Comments: This works like the Commune with Nature sort of thing, where a player gleams information from the GM. Think of that scene in 2 Towers where Aragorn can learn exactly what happened by 'reading' the tracks at the forests' edge.
I know I've had a character who was a scout/ranger use this before but it wasn't a 'real' skill.
Discussion Comments
Joel - General Disapproval - if you can do it your character can
Skill: Creature Lore
Duration: Unlimited
ALL - 3 sp
Effect: A learned person may know more about their foes than others. This skill permits the user to have IC Knowledge of certain creatures/monsters; their strengths, weaknesses, and abilities.
Usage: At their discretion the GM will give information to the Player to represent IC knowledge about their foes. What magiks they can cast, what special abilities they use, what weaknessess they have. Not all monsters abilities are known and more exotic monsters may have nothing known about them.
Comments: This is sort of like the 'Favored Enemy' skill of a ranger. It lets a monster hunter/observer/scholar know things about their foes that can be used against them. The player would Yellow Flag and tell the GM 'I've got Monster Lore... What do I know about these guys?' This is a way for players to have character knowledge without having to memorize the actual details on the different creatures of Xaria.
Joel - General Disapproval
Proposed by Nick H
Hurl
Fighters, Other Class, and a natural dwarf racial ability (all class)
Two SP for Full-Class Fighter and Other. Three for Fighter Multi-Class
Effect: The person "hurls" the target five feet.
Special: Unless the target agrees to be hurled, the target must have been unaware of the casters presence for at least 2 seconds. The casters working arm (as opposed to the lead arm) is rendered useless for one minute unless "Repair Limb" is cast upon the arm.
Discussion Notes:
General Approval by All for most part - Reduced SP Cost for Dwarf to 1 suggested, limit on 'big' monsters suggested, removal of Fighter Multi Class suggested.
Rage
Fighter and Fighter Multi-Class
4 SP
Effect: The fighter deals one extra point of damage strike
Special: 2x day
Duration: one minute
Discussion Notes
General Approval by All for most part - Name change to Berzerk suggested, Removal of Multi Class suggested, drawback to usage suggested
Desperate Measures
All
2 SP
Effect: Deals three damage on their next hit
Special The user must have have 50% (for odd numbers, round up) or less BP. The caster is dropped to 0 BP with a 50% BP recovery rate.
Special 2: Your weapons break
Special3: 1x per event
Discussion Notes
General Approval but all agree needs tweaking. - Higher SP cost, tiered SP cost
Proposed by Mike A
Break Weapon
2 Skill Points
Full-class warriors only
Skill allows warrior to BREAK the WEAPON of their opponent (as per the spell of the same name, with all the limitations included).
I think this would be limited to 1/day, but I have a hard time writing an in-game logic as to why its limited. Another possibility is that the warrior must spend at least 1 minute in a melee ALONE with the target weapon, learning the wielder's moves and the weapon's weak points.
Discussion Notes:
Constance C - See also original suggestion - Full Approval of this writeup as proposed.